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14 hours ago, Moacir Jr said:

i a witha bug a litle stranger. I am using extended dialogue interface... and when i need to get quest with NPC, only dialogue from this mod show... i cant get any quest, if i need to speak with the npc... 

 

Extended dialogue interface, are suposed to show more than 4 options of dialogue, but show only the 4 dialogues from this mod... 

 

Any tip???

 

PS: The mod are working very well... 

Turn off Beggar Whore mode?

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13 hours ago, vaultbait said:

Oh, absolutely, I should clarify that if I ever tried to write dialogue in any language other than English it would be far, far worse. Props to anyone writing mods, but especially in a language other than their own.

Yeah I have experience helping foreign friends with their writing in english. It's not their fault but... It still takes away from the enjoyment.

 

Not trying to suck my own dick, but there are plenty of english speaking mod authors with bad writing. It just so happens that a lot of times techy people aren't great at writing and writing people ain't great at tech. Everything tech-wise I've learned was out of necessity from my drive to create an experience I'd like. (Though I have reached a level that I get some nerdy pleasure from coding.)

 

Quote

I'd happily review and fix text in anyone's mods (time permitting) if it could be done that way.

Ditto here. Please contact me if you want dialogue for your mods or ideas how to do interaction without animation... IE Please rip off my style. I didn't read all those 70s porno mags to not have a thesaurus in my head for 30 different ways to describe genitalia.

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3 minutes ago, Moacir Jr said:

Now I understand why the hotkey to enable/disable mod, rsssss.. thanks a lot... worked like a charm...

Yeah dialogue in Fallout 4 is a bit of a pain in the ass compared to skyrim... Though It does have the advantage that you don't have like 3 pages of opening topics every time you talk to somebody :)

 

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On 11/18/2020 at 2:08 AM, vaultbait said:

I wish there were good ways to share dialogue fixes with mod authors so the community could pitch in on that. I tried to help fix up a lot of the text in Barbarous Continent, for example, but it involved me transcribing the typos I noticed in-game and where they appeared, then itemizing the fixes for them and stuffing them into a forum post for the author to copy into their local codebase... very inefficient. I'm used to collaborating publicly on open source software for my day job, and simply being able to propose a patch in some code review system is far, far easier by far. I'd happily review and fix text in anyone's mods (time permitting) if it could be done that way.

Would creating a overriding plugin for info topics with dialogue fixes be enough? Author could then just merge down to master. Obviously this won't work as well for mods, like Hardship, utilizing messages defined in string literals in scripts instead of message forms.

On that note, I come bearing gifts @Tentacus! Attached plugin contains my mods to Hardship 1.5G, I thought would be helpful to ya all.

# Changelog

## Fixes

    * Filter companion lover dialogue to only apply to adult humans|ghouls|gen2synths
        with keyword ActorTypeNPC and without keyword ActorTypeChild, just in case.

        Otherwise Strong, Dogmeat and Robots, like Ada would have this dialogue.
    * Corrected caps amount check to run on playerRef instead of subject [guard] in
        [INFO:12006F40] ('Turning tricks eh? I should run you in...
        Of course I could look the other way for a small fee... say 20 caps?'
        in GRUP Topic Children of [DIAL:12006783]). Those guards must have spent all

        on booze and gambling.
    * Fixes addiction dialogue. AV: Addiction* is badly named, instead of addiction,
        it tracks addictionOdds that are incremented on chem use. It is then used in perk
        AddictionManager on entry 'Mod Addiction Chance' to shift addiction chance on a chem,
        based on actor value. It multiples actor value Addiction* with const 0.01 and
        adds to that addiction chance defined on ingestable chem [in effect data].
        Fix is to check if player is target of abAddiction* spells [or variants like UltraJet]
        and doesn't have magic effects from said chems active. Dialogue should therefore be
        active if and only if player is addicted to chem and it's effects are expired.
        Checks to see if player has any chems in inv are still there and now check against
        keywords instead of items for compability with mod added chems. Changes have
        compatibility with Animated Chems Redux.

 

## Changes

    * Changed SitOnIt and TubGurl references to persistent vanilla records such as
        doors or coc markers to avoid breaking precombines, since you move actors
        in script to absolute coordinates before removing fadeout.
    * Combat Zone Restored enhancement, raider patrons no longer care if player has been
        beaten. No dependency required, uses vanilla faction `CZ_Faction`.
    * Reorders debt topic infos such that catch-all 'dont have it' is last topic. Might create

       a have|have-not pair for each options to remind players what this actor wanted.

 

## Other considerations

 - Due to changes to references during policebrutality teleport,
    you may now remove overrides to precombined meshes in cells:

        DmndSecurity01
        GoodneighborOldStateHouse
 - Do you really need to have a persistent sugar bomb in Trinity tower cell?

    `[REFR:00195B2B] (places SugarBombs "Sugar Bombs" [ALCH:000330F2] in
    GRUP Cell Persistent Children of TrinityTower01 "Trinity Tower Mid Level"
    [CELL:00017E4D])`

 - You should remove keyword `_T_Following` from pimps when they die
    or else pimp dialogue will get stuck. Saw this happen after Isabel caught

    a stray (oops) frag grenade indoors.

 - _T_Lover keyword isn't added to companion after scene. Assuming this is

   supposed to be, I then edited _T_SuckForSmokes script like so by moving

   AddKeyword(_T_Lover) to else-clause in

;Get your smokes
If AkSpeaker.IsPlayerTeammate() == 0
  If CigChance < 10
          KmyQuest.PlayerRef.AddItem(CigarettePack, 1)
  ElseIf Cigchance == 10
          KmyQuest.PlayerRef.AddItem(CigaretteCarton, 1)
  Endif
Else
  If !AkSpeaker.HasKeyword(_T_Lover)
    AkSpeaker.AddKeyword(_T_Lover)
  EndIf
Endif

 

 - PoliceBrutality script has misplaced '<' symbols, causing message box

    to only display 'The guard'.

 - _T_OP_TagData.xml, line: 48, I don't think that animation attribute belongs there.

I don't usually post my edits to mods or contribute in general but

I really like writing and choices in this mod, so I wish to give something back.

 

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2 hours ago, requiredname65 said:

Would creating a overriding plugin for info topics with dialogue fixes be enough? Author could then just merge down to master. Obviously this won't work as well for mods, like Hardship, utilizing messages defined in string literals in scripts instead of message forms.

On that note, I come bearing gifts @Tentacus! Attached plugin contains my mods to Hardship 1.5G, I thought would be helpful to ya all.

# Changelog

## Fixes

    * Filter companion lover dialogue to only apply to adult humans|ghouls|gen2synths
        with keyword ActorTypeNPC and without keyword ActorTypeChild, just in case.

        Otherwise Strong, Dogmeat and Robots, like Ada would have this dialogue.
 

Uh... Pretty sure the Dialogue ref alias only applies to Human and Ghoul adults. ?

 

2 hours ago, requiredname65 said:

    * Corrected caps amount check to run on playerRef instead of subject [guard] in
        [INFO:12006F40] ('Turning tricks eh? I should run you in...
        Of course I could look the other way for a small fee... say 20 caps?'
        in GRUP Topic Children of [DIAL:12006783]). Those guards must have spent all

        on booze and gambling.

Good catch.

2 hours ago, requiredname65 said:

       * Fixes addiction dialogue. AV: Addiction* is badly named, instead of addiction,
        it tracks addictionOdds that are incremented on chem use. It is then used in perk
        AddictionManager on entry 'Mod Addiction Chance' to shift addiction chance on a chem,
        based on actor value. It multiples actor value Addiction* with const 0.01 and
        adds to that addiction chance defined on ingestable chem [in effect data].
        Fix is to check if player is target of abAddiction* spells [or variants like UltraJet]
        and doesn't have magic effects from said chems active. Dialogue should therefore be
        active if and only if player is addicted to chem and it's effects are expired.
        Checks to see if player has any chems in inv are still there and now check against
        keywords instead of items for compability with mod added chems. Changes have
        compatibility with Animated Chems Redux.

Interesting, That would explain some things.

 

 

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33 minutes ago, Tentacus said:

Uh... Pretty sure the Dialogue ref alias only applies to Human and Ghoul adults.

Oh, my copy has following conditions on Dialogue ref alias on quest _T_DialogueQuest:
  Subject.HasKeyword(_T_Cooldown) = 0

  Subject.GetGlobalValue(_T_BeggarWhoreMode) = 1

  Subject.GetDistance(PlayerRef) < 25
Is this ref filled somewhere else, what have I missed?

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Not sure if I haven't buggered this up. I used the "Leave me alone or else option" rather than the "Let's do business" to a couple of previously abusive clients. They paid me 300 caps but all they say is "E-Excuse me" now (even if whore mode is off).

 

Does it reset at some point or is that it for the rest of the game for those two?

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57 minutes ago, requiredname65 said:

Oh, my copy has following conditions on Dialogue ref alias on quest _T_DialogueQuest:
  Subject.HasKeyword(_T_Cooldown) = 0

  Subject.GetGlobalValue(_T_BeggarWhoreMode) = 1

  Subject.GetDistance(PlayerRef) < 25
Is this ref filled somewhere else, what have I missed?

Shit Maybe I changed that at some point. Okay good catch

 

Edit: Oh I think I changed the way I did child protection cause I added lines to kids concerning the handcuffs so they needed to use the dialogue alias... ahhh.

 

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3 minutes ago, Slorm said:

Not sure if I haven't buggered this up. I used the Leave me alone or else option rather than the Let's do business to a couple of previously abusive clients. They paid me 300 caps but all they say is "E-Excuse me" now (even if whore mode is off).

 

Does it reset at some point or is that it for the rest of the game for those two?

Yeah they won't talk to you anymore cause they are scared

 

Use the reset if they are an important NPC.

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6 hours ago, requiredname65 said:

Combat Zone Restored enhancement, raider patrons no longer care if player has been beaten. No dependency required, uses vanilla faction `CZ_Faction`.

As someone who basically always includes CZR in any playthrough, mods which recognize and do more with CZ_Faction are certainly appreciated. Otherwise, once the bit with Cait is done, it's no more than a raider-themed flophouse with a functional boxing ring.

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Update

 

initial tests of 1.6 compiled on the current test AAF with Ulf's XMLs seem promising though I'll have to roll one that changes the position to know for sure.

 

Big thanks to @requiredname65 for doing some debugging work. I won't be uploading his fixes to the main file until the next Public AAF release because I will have to recompile for that. 

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On 11/18/2020 at 10:59 AM, requiredname65 said:

 


;Get your smokes
If AkSpeaker.IsPlayerTeammate() == 0
  If CigChance < 10
          KmyQuest.PlayerRef.AddItem(CigarettePack, 1)
  ElseIf Cigchance == 10
          KmyQuest.PlayerRef.AddItem(CigaretteCarton, 1)
  Endif
Else
  If !AkSpeaker.HasKeyword(_T_Lover)
    AkSpeaker.AddKeyword(_T_Lover)
  EndIf
Endif

 

Actually I just checked and I do add the keyword. It happens at the end of the dialogue popup.

 

I didn;'t think this was broken. :)

 

image.png.ccbb94474d95e0322d8a06300a529c26.png

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12 minutes ago, Tentacus said:

Actually I just checked and I do add the keyword. It happens at the end of the dialogue popup.

 

I didn;'t think this was broken. :)

 

image.png.ccbb94474d95e0322d8a06300a529c26.png

Yea, I saw that as but after some 'relief' with companion this keyword wasn't attached so I figured it's hidden in some if-branchs and simple moved it down to ensure it will get added.
This is assuming a single act is enough to turn them to lover. That function is bit long and branchy, so this was my 'fix'.

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6 minutes ago, requiredname65 said:

Yea, I saw that as but after some 'relief' with companion this keyword wasn't attached so I figured it's hidden in some if-branchs and simple moved it down to ensure it will get added.
This is assuming a single act is enough to turn them to lover. That function is bit long and branchy, so this was my 'fix'.

Gotcha. Odd in my testing it always got applied... Could also be a problem with the property I'll make sure it's registered in the esp.

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Update:

 

There've been some minor snags with getting the fixes RN65 provided into the mod. I really have bad luck with automated processes so we're doing this the hard way.

 

In addition to removing the injury comments from the Combat Zone faction I am going to add them to the extra rape chances that come with raiders and gunners so, While they'll still be the nicest raiders around they'll at least be more dangerous and not accept limits.

 

I may even add some unique dialogue but that probably won't be till 1.6.

 

And I think it's time I give Combat Zone restored a try. :D  

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3 hours ago, Tentacus said:

I think it's time I give Combat Zone restored a try.

Highly recommended. It's basically broken and subsequently cut content which has been mostly fixed and restored by the modding community, explaining why The Combat Zone was included in such a strange state in the original game.

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15 minutes ago, vaultbait said:

Highly recommended. It's basically broken and subsequently cut content which has been mostly fixed and restored by the modding community, explaining why The Combat Zone was included in such a strange state in the original game.

Yeah kinda like Cass's bad end in New Vegas. 

 

Easy City downs feels equally wasted though.

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I'm having an issue where sometimes the last animation loops forever and doesn't end. Sometimes I can use the AAF hotkeys to end the animation and it will be fine. But sometimes the animation is called "unjoining " and there's nothing I can do about it but to load the previous save. 

 

Any ideas what might be causing this?

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I'm not certain it is unjoining I experience after scene has exited if position was changed by calling api function ChangePosition during scene,
but if it is then I have reported it to Dagoba with demo that triggers it on my machine ( even on minimal aaf only installation ),

and we are waiting to hear from Dagoba on that matter. No workaround other than to reload.

 

On the other hands latest AAF version changed function signature of StopScene which is used by Hardship.

This caused call to fail. Make sure both mods and AAF are all up-to-date. You can verify this by starting a scene by Hardship and opening AAF UI.
When scene stops [ orgasm etc messageboxes appear etc ] UI should show scene as 'exiting'. Mismatched versions will keep playing last animation until heat death of universe.

If scene was 'exiting' and actors stopped animating, redressed but AAF UI shows player character as 'unjoining' then it is issues described in first paragraph.

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48 minutes ago, requiredname65 said:

I'm not certain it is unjoining I experience after scene has exited if position was changed by calling api function ChangePosition during scene,
but if it is then I have reported it to Dagoba with demo that triggers it on my machine ( even on minimal aaf only installation ),

and we are waiting to hear from Dagoba on that matter. No workaround other than to reload.

 

On the other hands latest AAF version changed function signature of StopScene which is used by Hardship.

This caused call to fail. Make sure both mods and AAF are all up-to-date. You can verify this by starting a scene by Hardship and opening AAF UI.
When scene stops [ orgasm etc messageboxes appear etc ] UI should show scene as 'exiting'. Mismatched versions will keep playing last animation until heat death of universe.

If scene was 'exiting' and actors stopped animating, redressed but AAF UI shows player character as 'unjoining' then it is issues described in first paragraph.

Hmm interesting. Isn't there a way to pass animation duration? So that the animation stops playing without relying on the StopScene call? Wondering if I can just make that change locally. 

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31 minutes ago, twistedtrebla said:

Hmm interesting. Isn't there a way to pass animation duration? So that the animation stops playing without relying on the StopScene call? Wondering if I can just make that change locally. 

Sure is. Just change duration to some value or remove it for default duration set in AAF settings.ini. I don't know if AAF timers are latent tho, e.g. does position duration timer tick while user is reading messageboxes. If you want to make changes then check BeggarWhore:Sex_Fragments folder. Grep for GetPositionSettings, there are bunch of them. I'd change duration on on last position change if at all. Hardship assumes tight control of timing so you may see weird stuff.

AAF:AAF_API:PositionSettings settings = AAF_API.GetPositionSettings()
...
settings.duration = 69.0 ; position plays for 69 sec, nice
...
AAF_API.ChangePosition(playerRef, settings) ; playerRef is common but any actor in scene works here.

That may not save ya though, following test sequence was still left stuck on unjoining after scene ended and OnSceneEnd handlers didn't fire.

    AAF:AAF_API:SceneSettings settings = AAF_API.GetSceneSettings()
    settings.meta = "TSEX"
    settings.duration = -1

    settings.skipWalk = True
    settings.usePackages = True
    settings.isNPCControlled = True

    settings.IncludeTags = "QA_START"
    settings.ExcludeTags = "Indarello,GrayUser,Cuffed,Aggressive,FromFront,Cowgirl,FemDom,Footjob,Love7,Start,Hidden,Tease,ClimaxM,TenAggro,TenBlock"

    ;Setup actors
    Actor[] Actors = New Actor [2]
    Actors[0] = PlayerRef
    Actors[1] = LL_FourPlay.LastCrossHairActor()

    If !Actors[1]
        Debug.MessageBox("No second actor found. \n Make sure crosshair is over human adult and rerun command.")
        Return
    EndIf

    ;This is where the magic happens
    AAF_API.StartScene(Actors, settings)
    Utility.Wait(WaitDelay)

    AAF:AAF_API:PositionSettings Finish = AAF_API.GetPositionSettings()
    Finish.IncludeTags = "QA_END"
    Finish.Duration = 10
    AAF_API.ChangePosition(PlayerRef, Finish)

    ; Utility.Wait(WaitDelay)

    ; AAF_API.StopScene(PlayerRef)

If you have any ideas wtf is happening, please pitch in.

 

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Update 1.5.9H is up!!!

 

This is a big one!

 

What's New:

Massive thanks to @requiredname65 for finding and helping to fix most of these issues, and bring the XMLs up to standard without even being asked.

 

-Added Compatibility for Combat Zone Restored.

-Improved several scripts

-Added "stench" visual effect to Pee stuff encounters

-Fully modernized XMLs.

-Strengthened child protection methods, as well as preventing robots and mutants more effectively.

-Fixed Guard shake down dialogue.

-Fixed Addiction related dialogue to be more accurate.

-Fixed unnecessary precombine breakage.

-Fixed situation where Sissy dialogue shows for anybody.

-Fixed several minor bugs

-Fixed many typos.

 

*Whew*

 

20201122211517_1.jpg.b5bf75743a9dde28a98a1c2bd19b6590.jpg

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11 hours ago, requiredname65 said:

I don't know if AAF timers are latent tho, e.g. does position duration timer tick while user is reading messageboxes.

I am 90% sure that AAF timers would ignore whether or not messageboxes are on. The timers are within flash and the messageboxes themselves are created within the same compiled flash file that AAF lives in.

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